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FPSC Classic Models and Media / Tunnels 10 (wip)

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JC LEON
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Posted: 27th Mar 2014 16:42
awesome.... when can I buy it??
wizard of id
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Posted: 27th Mar 2014 19:57
@JC LEON

Still a fair bit of work left.

Another new segment for the sewer drain/hole, needed to create some thing to block the player from jumping down the hole into the sewer, unless you actually want the player to do so, segment is still incomplete still needs a metal support structure for the grate.

Also decided to stick with the pillar.

wizard of id
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Posted: 28th Mar 2014 12:06
Had to do a few versions, before I got some thing I like.Problem was to get the grate to match the surrounding area.

wizard of id
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Posted: 28th Mar 2014 15:40
Video time

wizard of id
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Posted: 29th Mar 2014 14:00
Some TLC to the access corridors, Still going to add some metal support on the walls, so that should look awesome already have my texture ready for that Stay tuned for that

wizard of id
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Posted: 30th Mar 2014 09:26
The effect is nice with the wall support, walls don't look completely bland, will see what I can do to spruce up the rest a bit

wizard of id
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Posted: 31st Mar 2014 03:27 Edited at: 31st Mar 2014 03:27
Some sad news, our dog George (Dachshund) passed away this morning at 2 am, he will be sorely missed.

As such I have decided on release of this pack all funds collect will be donated to the local SPCA, in his memory.


in Other news I have cleaned up the metal cross supports.
Teabone
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Posted: 31st Mar 2014 05:47
This whole pack looks fantastic!

(Teabone)
sic1ne
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Posted: 31st Mar 2014 14:49
sorry to hear that dude let me know when this pack is ready

wizard of id
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Posted: 31st Mar 2014 21:24 Edited at: 31st Mar 2014 21:31
Thanks for the support, didn't get much sleep, so day was mostly wasted on wallowing in self pity, and running the level over a couple of times to get some ideas, and look for tweaks a full brightness and without shaders.

Thought it wasn't a productive day, did have some ideas of implementing the corners and Tjuctions, and for some new segments, going to work on the corner some one suggested a spiral stair case, will see what I can do on that front.Space is getting limited and have already done a few straights, there is definitely more to be had in this area, just don't know what yet.

Have to looking at culling as well.
wizard of id
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Posted: 1st Apr 2014 13:17
T-junction so far
s4real
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Posted: 1st Apr 2014 21:12
Nice looking project and well done , a update on fpsc is needed as you have the camera shake that was fixed.

Keep up the good work

S4real

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wizard of id
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Posted: 2nd Apr 2014 10:50
Tjunction all done. Those side pillars are starting to annoy me, will address that next.


wizard of id
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Posted: 2nd Apr 2014 19:17
Straight lines compliment the tunnels much better.

Next Item on the agenda, looking at adding wall dividers.

ncmako
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Posted: 3rd Apr 2014 00:46
Sorry for your loss Wizard of id. Very thoughtful for you
to donate to the SPCA. Wife works for the local humane society,
so I understand.

The pack though looks fantastic. On another note, what happen
with the "roof vent" you were working on in the last pack #9?
I think you were using an overlay for shadows. Did it not work out?
Might look good with this one.

You know you're a bad gamer when you're able to run out of infinite lives.
wizard of id
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Posted: 3rd Apr 2014 10:06
@ncmako

It didn't suit the environment so decided against adding some thing like that.

However I am still in two minds for this pack, thought it wouldn't look out of place, polygons have started to add up a bit, currently on 150K, and still undecided on the adding of a "sewer City" very unlikely that this would be a part two of this pack, as that would add another 3 months or so to the completion date.

Still have to add more foliage and other goodies to this pack.I have a set list that I follow with regards to segments that needs to be created, they don't however always make it into the packs.

The main problem is now with is the long corridors, that needs to be address. I need to break it up, still undecided about that.

To have a nice ground access it needs to be proportional to the rest of the environment, and their in lies the problem, the editor space is limited, and proper implementation of ground access to lower floors could cost as much as additional 12K to 15K polygons.

The second problem the more you add the more it is going to have an effect on the price of the pack.I could add a whole bunch of segments, and set a ceiling price of $30-$40 dollars.Will have to consider will it be viable in the end.

So lets ask the question rather, if I set the ceiling price @ $30-$40 what would the general interest be, it would mean a whole bunch more segments but add a considerable amount of extra time needed.
wizard of id
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Posted: 3rd Apr 2014 13:12
JC LEON
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Posted: 3rd Apr 2014 13:58
make me to understand? this pack is available for 30/40 dollars??

if so..it 's a overpriced...I want to but this pack but for a reasonalbe price...

considernig offical model packs price is about 20 dollars it think 15/20 dollars is a right price...
wizard of id
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Posted: 3rd Apr 2014 14:55
@JC LEON

Thanks for your comment, however I will not discuss/involve my self with what is a "fair price" discussion

Thanks thought, have a pleasant day.
rolfy
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Posted: 3rd Apr 2014 16:35 Edited at: 3rd Apr 2014 16:45
It's a tricky one for you, you have less users to purchase around here so it's unlikely your going to make it up in numbers. This is the reason TGC model packs are so low priced...or were...since your not going to see any more of those.

You also haven't stated exactly how many segments you intend to have by final stage and actually asking would users pay extra for more, your not stating this as the price for now so some confusion there. But let's put it this way....

It would shock people if you were to actually state the hours you have spent on this...let them add this up using even the minimum hourly wage....which would be a joke for this skill level...and see what happens

Guess my point is if you can't earn a basic living then there is no point in continuing with it, most users understand this and will support you, some just want a fair deal and nothing wrong with that but the fair deal needs to apply to you as well.
ncmako
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Posted: 3rd Apr 2014 17:34
As I understand it, it is a two-part pack??
I would have no problem with about 15-$20 a pack.
Or $30 for both bought together. sure

@ Rolfy
Quote: "actually state the hours you have spent on this"
I can only imagine, it takes me a week or more sometimes
just to make a simple creature...and then some.

You know you're a bad gamer when you're able to run out of infinite lives.
wizard of id
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Posted: 3rd Apr 2014 17:41
Quote: "It's a tricky one for you, you have less users to purchase around here so it's unlikely your going to make it up in numbers. This is the reason TGC model packs are so low priced...or were...since your not going to see any more of those.

You also haven't stated exactly how many segments you intend to have by final stage and actually asking would users pay extra for more, your not stating this as the price for now so some confusion there. But let's put it this way....

It would shock people if you were to actually state the hours you have spent on this...let them add this up using even the minimum hourly wage....which would be a joke for this skill level...and see what happens

Guess my point is if you can't earn a basic living then there is no point in continuing with it, most users understand this and will support you, some just want a fair deal and nothing wrong with that but the fair deal needs to apply to you as well. "


Thanks for the reply rolfy, 208 hours so far. I can't say, how many addition extra segments it will be, A proper surface access, would cost at least a Warehouse/pump room type segment, the segments within the building and the actually access, the connecting segment with the rest of the sewers.

Currently this pack has 37 "segments". However just remember it's not room segments, it's a segments that contain, 20 min and max 32 meshes to complete the segment, currently contains 117 meshes, still excludes, deadend's, segment for the top level, segments for the bottom section, not even the foliage, which I have only started doing now.

As is with out the additional segments, would total about 80 segments estimate about 250 meshes and 20 additional textures, Trying to max out at 300K polygons, is target amount should you use the whole editor with every possible segment combination.Trying to find a easy method to employ portal culling, creating temporary meshes for temp placement in the editor as curved segment with faces removed crashes the segment editor.

Doesn't even include uvmapping, texture editing, then testing every possible nook and cranny by jumping, crouching walking testing AI, testing light mapping.Creating the segments is half the job, testing takes most of the allocated time.I think the assumption is creating a mesh slap on a texture, and your done, I wish, every mesh has to align with the next mesh, hidden faces that overlap needs to removed, tested and any additional, thumbnails, material Index, texture reductions, texture maps, texture map tweaks. lol could go on.

There is still crazy amount of work left just on the planned segments, end of April-ish.
wizard of id
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Posted: 3rd Apr 2014 19:21 Edited at: 3rd Apr 2014 19:23
Quote: "As I understand it, it is a two-part pack??
I would have no problem with about 15-$20 a pack.
Or $30 for both bought together. sure"
No it wouldn't be a two part pack, I wanted to get some idea as to the general consensus to a additional support pack with a ceiling price in other words as an example $30 regardless of what is added extra be it 200 or a 500 extra segments it would stay the same.

But I doubt it, got my hands full with this pack, and still lots to do or redo.
wizard of id
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Posted: 3rd Apr 2014 22:26
The deadend for the main section.

wizard of id
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Posted: 4th Apr 2014 20:20
Some major updates, the sloped wall, wasn't going to cut it with collision so made some changes still deciding if I am sticking with it or playing around with it some more also have to address the barrier, collision problem there as well but easily fixed.

Also first screens from the top section. :p



wizard of id
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Posted: 7th Apr 2014 10:59
Spend most of the weekend on the stairs mid to top.It does the job, some minor tweaking is needed, just push it a bit more.

Need 2 more segments, corner and and raised for the Top section.Then I can move on to the other pressing issues of the day.




s4real
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Posted: 7th Apr 2014 21:44
This is such a good pack but I feel you a bit late on this one nobody hardly here now.

$30 is very cheap for this pack and the work you put into it but you be better off making two version one for fpsc and one for reloaded.

So there $30 they have the pack for both formats when they move over to reloaded.


I hope it sales well and I'm wrong as these models are great.

Best s4real

System spec :-
Amd fx4100 runing at 4.0,8gb rams,3tb harddrive space, geforce 450gts
wizard of id
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Posted: 7th Apr 2014 22:18
Thanks I am not too concerned with the lack of users or sales.Doing it for fun and I am honing skills.Want to be able to create awesome stuff when reloaded comes around.

I have learned a lot with this pack, that is the purpose of it all, every thing else is a bonus.
michael x
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Posted: 8th Apr 2014 05:32
I disagree. I will buy this pack and use it in fpsc. it is still too early to jump ship and get on the fpscR bandwagon. right we can't do anything with fpscR and because of the performance testing it delay a lot of thing that we can be do with it. fpsc is well alive in my book. wizard of id I can't wait to get my hands on this pack it's looking real good.

more than what meets the eye

Welcome to SciFi Summer
wizard of id
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Posted: 8th Apr 2014 10:27
@michael x

Thanks I am pushing as hard as humanly possible.Hoping to be done with it this week, as I will be out of action for the 2 weeks after that.
wizard of id
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Posted: 8th Apr 2014 11:49
Attached to this post is a small crude video showing the mind bender I am stuck with.

In order to create complex curves and such alignment with other sections become a problem.It means I have to strip down the tunnels, which means a few more segments are required to be placed,instead of placing a single segment, and simply aligning the next one with it and so on ect.

It also means it will be a lot less user friendly and a steep learning curve in using these segments.

One option is removing the top sections all together, or add dead end section on both top and mid, Which means the top section will have a very limited impact on designing your levels some thing I would prefer to avoid.

I could add a tutorials on using the segments but that would require additional time and bandwidth, and drive up costs

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wizard of id
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Posted: 8th Apr 2014 16:11
Funny thing happened by splitting up the segments there is actually less segments, "scratch head" Go figure, This is the most I can split it up otherwise it would simply be too much to figure out on your own.

So video showing that you will be able to quickly grasp the segment placement, even for me it is still a trial and error, it is always recommended to place segments first then floor then entities and then light sources.That way you won't accidentally do some thing bad.

ncmako
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Posted: 8th Apr 2014 17:06
wizard of id
Watched both vid's. Looks really good
Tunnels look great, one could easily get lost in a maze
setting with these. Love it.
Quote: "even for me it is still a trial and error"

Yes for me too at times, but that's part of the fun...

You know you're a bad gamer when you're able to run out of infinite lives.
wizard of id
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Posted: 9th Apr 2014 09:17 Edited at: 9th Apr 2014 10:03
@ncmako

Thanks bud, good news, the slight change in segments has resulted, in the pack being ready with in the next 3 days.

You will be able to create a proper maze, still have a considerable amount of work left to do. :p

Attached is a video clip showing the epic curves :p

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wizard of id
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Posted: 9th Apr 2014 13:06
Final screenshot, WIP of the sample map

wizard of id
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Posted: 10th Apr 2014 16:47
I did say final Screenshot well I lied. :p This however the final screenshot.

Have 2 small meshes to create, and done.Simply put, tomorrow it will be up first thing
michael x
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Posted: 11th Apr 2014 04:49
cool can't wait.this look so good.

more than what meets the eye

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